Fix inexistent_top_provides_sunlight heuristic in make_block and remove clitch-causing optimization

pull/52/merge
Perttu Ahola 2012-01-27 14:54:42 +02:00
parent d629f4d2fb
commit a57f4c23d8
1 changed files with 9 additions and 39 deletions

View File

@ -1505,7 +1505,7 @@ void make_block(BlockMakeData *data)
// Hack: use minimum block coordinates for old code that assumes
// a single block
v3s16 blockpos = data->blockpos_min;
v3s16 blockpos = data->blockpos_requested;
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
@ -1534,6 +1534,8 @@ void make_block(BlockMakeData *data)
/*
Get average ground level from noise
TODO: These are currently crap because they assume we are
dealing with a single MapBlock only. Fix them.
*/
s16 approx_groundlevel = (s16)get_sector_average_ground_level(
@ -1552,41 +1554,10 @@ void make_block(BlockMakeData *data)
// Maximum amount of ground above the bottom of the central block
s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
#if 1
/*
Special case for high air or water: Just fill with air and water.
*/
if(maximum_ground_depth < -20)
{
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
// Only modify places that have no content
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
if(y <= WATER_LEVEL)
vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE"));
else
vmanip.m_data[i] = MapNode(CONTENT_AIR);
}
data->vmanip->m_area.add_y(em, i, 1);
}
}
}
// We're done
return;
}
#endif
// Horribly wrong heuristic, but better than nothing
bool block_is_underground = (minimum_ground_depth >
MAP_BLOCKSIZE * (data->blockpos_max.X
- data->blockpos_min.X + 1) / 2);
/*
If block is deep underground, this is set to true and ground
@ -2356,8 +2327,7 @@ void make_block(BlockMakeData *data)
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from);
// TODO: Get this from elsewhere
bool inexistent_top_provides_sunlight = true;
bool inexistent_top_provides_sunlight = !block_is_underground;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight,
light_sources, ndef);